Skip to content

The rarest search

Even this little swatch is code. The full instrument is one click up.

You know exactly what you're looking for. It's one scroll away.

Most people shopping for websites have never heard of Three.js. You have — which means you've already seen what a browser can do when somebody stops treating it like paper. You've watched a site somewhere that felt alive and thought: I want that. Whatever pile of tabs brought you here, you're past needing convincing. You need someone who can actually build it.

So skip my adjectives and go look: the homepage of this site is a real-time Jacquard loom. Hundreds of simulated warp threads. A shuttle that chases your cursor on a spring-damped rail, throwing GPU sparks. Cloth with your search keywords knit into it that tears into pixels under your hand and weaves itself whole again. Custom GLSL, instanced geometry, a device-tiered renderer — live, in production, on the very domain you're browsing.

And here's the part that matters if you've been burned by WebGL before: that page still paints its headline in under two seconds and scores green on Core Web Vitals. The craft isn't the spectacle. The craft is the spectacle at zero performance tax.

01

What's actually running under my hero

A teardown, because you're the rare visitor who'll appreciate it:

  • A pointer-driven machine

    The shuttle follows your cursor with spring-damped physics; velocity drives spark emission, coil heat, thread tension, and the machinery's reaction. Nothing is on a timer. Everything answers your hand.

  • Cloth that breaks and reforms

    The tapestry's stitches scatter into their own pixels along your cursor's wake and re-weave behind it — the signature effect, running in the fragment shader and a GPU point layer simultaneously.

  • A performance architecture, not a performance apology

    Three.js mounts after first paint on requestIdleCallback. The H1 stays the LCP. Device tiers scale thread and particle counts. Reduced-motion serves a designed poster, not a broken canvas. Off-screen, the loop parks.

02

The performance tax — and how it's not mandatory

3D bolted on3D engineered in
First paintBlocked by a 2MB bundleText first, scene after idle
LCP elementA canvas, eventuallyThe headline, in under 2s
On phonesA space heaterTiered counts, capped DPR
Reduced motionIgnoredA designed static poster
Google's verdictPunishedGreen vitals — measured, not promised

03

Where this power belongs

Signature heroes that make a brand physically unforgettable. Product configurators customers can turn in their hands. Data visualizations with actual weight and light. Browser-native games. Digital installations that belong in a lobby, not a template marketplace. If it needs to feel alive on the web, it's Three.js — and it's the work I chase over every other kind.

One honest caveat, free of charge: if a template or a Spline embed genuinely serves your goal, I'll say so. Custom WebGL is for when your experience must literally not exist anywhere else — which, if standing out is the assignment, is precisely the point of it.

Proof over promises

Open the work. Judge it live.

Straight answers

Asked often. Answered honestly.

What does it cost to hire a Three.js developer?
Signature interactive heroes start in the hundreds. Full 3D experiences, configurators, and browser games run $3,000–$15,000+ by complexity. Rare skills usually hide behind opaque day rates; mine come itemized in writing.
Will Three.js hurt my site's performance and SEO?
Only if it's built by someone who treats performance as someone else's job. Engineered properly, the 3D loads after your server-rendered content, Google sees a fast crawlable page, and Core Web Vitals stay green. My homepage is the standing proof — audit it in PageSpeed right now.
Three.js vs. Spline, Framer, or template 3D?
Templates cap out exactly where memorability begins. Custom Three.js means your experience cannot exist anywhere else — custom shaders, custom physics, custom everything. Use templates for placeholders; use custom for the thing people screenshot.
Can you add a Three.js hero to my existing website?
Yes — a self-contained scene drops into nearly any stack (React, Next.js, plain HTML) without a rebuild. It's the single highest impact-per-dollar upgrade I offer, and the most common way clients start.
Do you build WebGL games?
Browser-native games are a specialty crossover for me — I also ship commercial Roblox titles, so game feel, input, and performance budgets are home ground rather than a stretch.
What about React Three Fiber?
It's my daily driver — R3F inside Next.js, with the discipline that keeps React renders out of the frame loop. You get idiomatic, maintainable scene code your future developers can actually read.
What's a realistic timeline?
A signature hero: one to two weeks. Full experiences: three to eight. You'll watch it come alive in staging throughout — the fun of commissioning 3D is seeing it grow.
How do I evaluate a Three.js developer's portfolio?
Three tests: is the work LIVE (video reels hide jank)? Does it run on your phone? And run Lighthouse on their own site — a WebGL developer whose portfolio scores red is telling you exactly what they'll do to yours.

You've seen the loom. Describe the experience you're imagining — and don't tone it down. The impossible-sounding ones are the ones I take.